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https://gitea.wildfiregames.com/0ad/0ad
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Patch by: @phosit Differential Revision: https://code.wildfiregames.com/D4800 This was SVN commit r27337.
216 lines
5 KiB
C++
216 lines
5 KiB
C++
/* Copyright (C) 2023 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef FSM_H
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#define FSM_H
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// INCLUDES
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#include <vector>
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#include <set>
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#include <map>
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// DECLARATIONS
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#define FSM_INVALID_STATE (unsigned int)(~0)
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class CFsmEvent;
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class CFsmTransition;
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class CFsm;
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typedef bool (*CONDITION)(void* pContext);
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typedef bool (*ACTION)(void* pContext, const CFsmEvent* pEvent);
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typedef struct
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{
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void* pFunction;
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void* pContext;
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} CallbackFunction;
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typedef std::set<unsigned int> StateSet;
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typedef std::map<unsigned int, CFsmEvent*> EventMap;
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typedef std::vector<CFsmTransition*> TransitionList;
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typedef std::vector<CallbackFunction> CallbackList;
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/**
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* Represents a signal in the state machine that a change has occurred.
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* The CFsmEvent objects are under the control of CFsm so
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* they are created and deleted via CFsm.
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*/
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class CFsmEvent
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{
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NONCOPYABLE(CFsmEvent);
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public:
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CFsmEvent(unsigned int type);
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~CFsmEvent();
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unsigned int GetType() const
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{
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return m_Type;
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}
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void* GetParamRef()
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{
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return m_Param;
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}
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void SetParamRef(void* pParam);
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private:
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unsigned int m_Type; // Event type
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void* m_Param; // Event paramater
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};
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/**
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* An association of event, condition, action and next state.
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*/
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class CFsmTransition
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{
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NONCOPYABLE(CFsmTransition);
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public:
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CFsmTransition(unsigned int state);
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~CFsmTransition();
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void RegisterAction(void* pAction, void* pContext);
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void RegisterCondition(void* pCondition, void* pContext);
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void SetEvent(CFsmEvent* pEvent);
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CFsmEvent* GetEvent() const
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{
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return m_Event;
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}
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void SetNextState(unsigned int nextState);
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unsigned int GetNextState() const
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{
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return m_NextState;
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}
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unsigned int GetCurrState() const
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{
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return m_CurrState;
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}
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const CallbackList& GetActions() const
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{
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return m_Actions;
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}
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const CallbackList& GetConditions() const
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{
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return m_Conditions;
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}
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bool ApplyConditions() const;
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bool RunActions() const;
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private:
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unsigned int m_CurrState; // Current state
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unsigned int m_NextState; // Next state
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CFsmEvent* m_Event; // Transition event
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CallbackList m_Actions; // List of actions for transition
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CallbackList m_Conditions; // List of conditions for transition
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};
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/**
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* Manages states, events, actions and transitions
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* between states. It provides an interface for advertising
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* events and track the current state. The implementation is
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* a Mealy state machine, so the system respond to events
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* and execute some action.
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*
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* A Mealy state machine has behaviour associated with state
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* transitions; Mealy machines are event driven where an
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* event triggers a state transition
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*/
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class CFsm
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{
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NONCOPYABLE(CFsm);
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public:
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CFsm();
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virtual ~CFsm();
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/**
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* Constructs the state machine. This method must be overriden so that
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* connections are constructed for the particular state machine implemented
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*/
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virtual void Setup();
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/**
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* Clear event, action and condition lists and reset state machine
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*/
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void Shutdown();
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void AddState(unsigned int state);
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CFsmEvent* AddEvent(unsigned int eventType);
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CFsmTransition* AddTransition(unsigned int state, unsigned int eventType, unsigned int nextState );
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CFsmTransition* AddTransition(unsigned int state, unsigned int eventType, unsigned int nextState,
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void* pAction, void* pContext);
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CFsmTransition* GetTransition(unsigned int state, unsigned int eventType) const;
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CFsmTransition* GetEventTransition (unsigned int eventType) const;
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void SetFirstState(unsigned int firstState);
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void SetCurrState(unsigned int state);
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unsigned int GetCurrState() const
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{
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return m_CurrState;
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}
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void SetNextState(unsigned int nextState)
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{
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m_NextState = nextState;
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}
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unsigned int GetNextState() const
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{
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return m_NextState;
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}
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const StateSet& GetStates() const
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{
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return m_States;
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}
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const EventMap& GetEvents() const
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{
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return m_Events;
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}
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const TransitionList& GetTransitions() const
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{
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return m_Transitions;
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}
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bool Update(unsigned int eventType, void* pEventData);
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bool IsValidState(unsigned int state) const;
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bool IsValidEvent(unsigned int eventType) const;
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virtual bool IsDone() const;
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private:
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bool IsFirstTime() const;
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bool m_Done; // FSM work is done
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unsigned int m_FirstState; // Initial state
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unsigned int m_CurrState; // Current state
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unsigned int m_NextState; // Next state
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StateSet m_States; // List of states
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EventMap m_Events; // List of events
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TransitionList m_Transitions; // State transitions
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};
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#endif // FSM_H
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